Esempio n. 1
0
        void EditedStageMaking()
        {
            StageST.InitForStageLoading();
            if (editedList == null)
            {
                ErrorManager.SpurtError("파일이 없음");
            }

            editedList.Sort(
                delegate(StageEditorST x, StageEditorST y)
            {
                return(x.pos.CompareTo(y.pos));
            }
                );

            for (int i = 0; i < editedList.Count; i++)
            {
                if (editedList[i].IsTurnChunks())   //턴 청크면
                {
                    StageST.EnqueStageTurningPoint(editedList[i].GetRealTurningPoint(), editedList[i].whichTurn);
                }
                else
                {
                    StageST.EnqueStageObjs(editedList[i].soa.spawnObjType[0],
                                           editedList[i].soa.spawnObjType[1],
                                           editedList[i].soa.spawnObjType[2]);
                }
            }
            editedList.Clear();
        }
Esempio n. 2
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        void InfinityStageMaking()
        {
            StageST.InitForStageLoading();
            exTurnPoint = 0;

            MakeObjQueNode(100);
            MakeTurnSetQueNode(20);
        }
Esempio n. 3
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        public void MakeObjQueNode(int number = 1)
        {
            if (number < 1)
            {
                number = 1;
            }
            for (int i = 0; i < number; i++)
            {
                StageObjArr soa = RandomObjGenerator.GetInstance().RandomObjGen();

                StageST.EnqueStageObjs(soa);
            }
        }
Esempio n. 4
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        public void MakeTurnSetQueNode(int number = 1)
        {
            if (number < 1)
            {
                number = 1;
            }
            for (int i = 0; i < number; i++)
            {
                float tp = exTurnPoint + Random.Range(Constants.turningTerm, Constants.turningTerm + 10);    //10~ 20 후에 터닝포인트 생성
                exTurnPoint = tp;
                E_WhichTurn wt = (Random.Range(0, 2) == 0) ? wt = E_WhichTurn.LEFT : wt = E_WhichTurn.RIGHT;

                StageST.EnqueStageTurningPoint(tp, wt);
            }
        }
Esempio n. 5
0
        void Stage_12_Making()
        {
            StageST.InitForStageLoading();

            /********************************  맵 구성요소 저장   ******************************************/

            StageST.EnqueStageTurningPoint(16, E_WhichTurn.RIGHT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 2, E_WhichTurn.LEFT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 3, E_WhichTurn.RIGHT);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.SHIELD, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.SHIELD); //이걸 쭉 이어나가서 큐 만들기.
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);


            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
        }
Esempio n. 6
0
 void Awake()
 {
     StageST.InitForStageLoading();
 }
Esempio n. 7
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        void Stage_7_Making()
        {
            StageST.InitForStageLoading();

            /********************************  맵 구성요소 저장   ******************************************/

            StageST.EnqueStageTurningPoint(16, E_WhichTurn.RIGHT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 2, E_WhichTurn.LEFT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 3, E_WhichTurn.RIGHT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 4, E_WhichTurn.LEFT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 5, E_WhichTurn.LEFT);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); //이걸 쭉 이어나가서 큐 만들기.
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.HPPLUS, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN_PARABOLA, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.SHIELD, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.UPPER_HUDDLE_3, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.MAGNET, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN_PARABOLA, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.BALL);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.SHIELD, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
        }
Esempio n. 8
0
        protected override void Awake()
        {
            base.Awake();

            StageST.InitForStageLoading();
        }
Esempio n. 9
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        void Update()   //지금 랜덤 무한 생성 모드와 픽스드 모드를 어떻게 할지 결정해야하는데 고민이야.
        //변수 하나 받아와서 여기서 그냥 분기할까 클래스를 나눌까...
        {
            // newPos = GetPosByChunkMargin(); //코루틴으로 체크 부하를 줄임
            if (stageAllDone)
            {
                return;
            }

            if (isStage() && stageRemain == false)   //스테이지에서 더 생산 할 게 없음. 종료. 필요.
            {
                if (playerTr.position.z >= endingPoint + 2f)
                {
                    playerTr.gameObject.GetComponent <CharacterAnimation>().WinAnimation();
                    stageAllDone = true;
                }
                return;
            }

            if (newPos == nowPos)
            {
                return;//변화 없으면 리턴
            }
            nowPos = newPos;

            if (isStage() && StageST.AllQueIsDeqed() && turnSet.IsDisabled()) //회전도 다돌고 옵젝큐도 뭐도 없고 끝
            {
                Debug.Log("스테이지 종료." + nowPos);                               //프론트 청크 -1 만큼 청크가 앞에 있응 상황에서 선언됨
                stageRemain = false;

                endingPoint = nowPos + ((Constants.frontShowChunks - 1) * chunkMargin);
                StageEnding(nowPos);
                return;
            }

            if (turnSet.IsDisabled())     //회전이 끝났을때.
            {
                Debug.Log("맵턴큐 젠 시작");
                turnSet = MapPathGenerator.TurningGen(whatStage, nowPos, chunkMarginDiv, ref turnSet);
            }

            if (false == turnSet.IsDisabled() && turnSet.Init == false)
            {
                InitOfTurnPlan(turnSet);
                //터닝 초기화 부
                turnSet.Init = true;
            }


            if (turnSet.IsDisabled() == false)
            {
                tempCOSTList =
                    ChunkLoading.GetInstance().ChunkLoad(nowPos, turnSet.ConvertTurnPointToRealTurnPoint(chunkMargin));
                SetObjToNewChunks(tempCOSTList);
            }
            else    //옵젝큐만 남았거나 하는 상황.
            {
                tempCOSTList =
                    ChunkLoading.GetInstance().ChunkLoad(nowPos);
                SetObjToNewChunks(tempCOSTList);
            }

            WhenTurningFinished();
        }